Posts by Interfearance
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Fmpone inside for even longer than usual + source 2. That would be a deadly combo.
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Quote from text_fish
16 hours ago, text_fish said: My favourite version was the one before they introduced that boring-AF ladder room. I liked the one-way drop through the lift doors, it felt like a good risk/reward feature.
I do quite like what they're doing with bombsite B in the latest version, it turns it in to more of a push and pull situation.
Imo everything except for mid was leagues better originally. I actually used to like the map in its entirety except for the used-less mid
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What do you guys think about the new Vertigo? I played a game of comp on it and it just seems like they wrecked it. There are a lot of new, unfair or hidden angles that I have got destroyed from and used myself. The new textures are very unfitting and do not provide better visibility to white concrete. The removal of the connection from bridge around to T stairs is an awful idea and makes life super hard for T side, forcing you to enter the stairs from the awkard angle side.
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The whole right side of your list is dead for a reason buddy
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Quote from blackdog
1 hour ago, blackdog said: the team has never been more communicative than in 2018-2019
Valve doesn't exactly have a standard for communication. You'd be hard pressed to find a real update. 99% fall under:
a) Preexisting map tweaks (sometimes in the form of a joke or abstract statement). Example:
— Optimizations — Fixed various minor visual bugs — Fixed a bug where it was possible to go under terrain
or
— Wall by door to A site balcony is bingelibangable. — Tweaked HDR settings.
b) Fixes to obscure bugs. Example:
–Fixed several unlocalized UI strings.
c) Random ass back end updates. Example:
– Game state integration now allows to control precision of reported floating point values using an additional configuration section:
“output” { “precision_time” “1” “precision_position” “2” “precision_vector” “2” }
d) Random ass front end updates. Example:
– Updated Balkan, FBI, and ST6 sleeve textures to closer match 3rd person model.
There are surely some case drops and weapon stat changes you can cherry pick, but the actual work valve has done amounts to bug fixes, tweaks, and cosmetics. I am of course glad they are patching a game with over a million concurrent players, but it would be nice to see an update closer to the caliber the Dust 2 and Train and Nuke reworks that doesn't have to be incited by eminent "death by riot". I haven't seen close to that level of effort since.
Here are some things they could have addressed in 2019: Poor wingman map pool, maps remaining with inconsistent graphical fidelity (ovp, mirage), lack of a usable semi auto rifle (this would be nice), inconsistent vertical sound, molotov rework so the area with the flame hurts you and the area with no flame doesn't (wow).
Quote from Passerby976 hours ago, Passerby97 said: You don't have to buy all the new heroes to cheat, you know.
Good luck cheating with their intrusive anti cheat. You will end up paying big for cheats. Both a good and a bad thing.
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Quote from [HP]
1 hour ago, [HP] said: Hammer is getting fancy.
Maybe we'll a drag and release box selection tool by the end of the year

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@Passerby97 Valorant already looks like the gameplay will at least equally viable in competition when compared to csgo. If people want to buy heroes than that is on them, but it doesn't ruin the game. Also there is a snuck premise in your argument that the standard classes are worse than those that are unlockable. Yeah, everybody wants shit for free, of course they are going to oppose a shifting business model. I would rather have unlockable characters and real updates than shitloads of cosmetics and idle developers. Also, and ironically, with the 15 dollars to not get hackers in your lobby in cs, you can get good characters in valorant.
I think you have missed the things that are actually bad about valorant to cover valve's ass (anti-cheat, lack of modding, not enough spray patterns, uninteresting angles).
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Quote from text_fish
2 hours ago, text_fish said: I'm not gonna say you're talking out of your arse, but...
Seriously though, how can you start a rant about csgo by saying you're not going to talk about csgo and then close your argument with a sweeping statement about Mapcore being full of Valve fanboys and not realise you're being a knob? Or maybe you do realise?
On mapcore there are people who would sooner... ≠ On mapcore, people would sooner...
Also yes I am a bit of a knob.
[Blocked Image: https://noblestallion.files.wordpress.com/2015/06/door-knob.jpg]
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Quote from Passerby97
3 hours ago, Passerby97 said: That is a fair model.
Im not gonna talk about csgo anymore on this thread, but do you seriously think that valve's model is game sales? They rely on players to invest in skins. Nobody buys skins for a game with no longevity or fun. People either seek to get a return on investment, or play with the skins in game. Therefore, it is logical that the game should be maintained with the cosmetics. Instead, a day of manpower is being spent on cosmetics for every minute they spend improving the game. In other words, cs has stagnated update wise. The only reason I still play is because there are no good alternatives.
On the other hand, valorant looks to be investing tons of money into their game, and having to play the game to unlock a few characters is not even a complaint. It might even be a good thing, because smurfs will be nerfed if the classes are as unbalanced as you describe.
And about the live service. Have you heard of a little game called r6? yeah you have to buy the ops to get in quick. Is anyone complaining about it? Is the competitive scene collapsing because you have to play the game to get ops? The league scene is much more popular than the cs scene, I don't think it got there by being "uncompetitive". If valorant does competitive like league they are going places. There are no "good" and "bad" companies, just ones that realize improving the game will net them more cash. Of course since we are on mapcore there are people who will sooner murder their grandmas than convict valve of mis-stepping.
Quote from [HP]49 minutes ago, [HP] said: The level design feels very grid like and lacking any sort of organic feeling to it.
I agree but I feel like it worked since the game is so stylized and "fake" already. The benefit imo is that everything felt super well defined.
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i think it becomes bullshit when you compare a game company to a cult that is incepting people by preying on their emotional fears
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Quote from blackdog
1 hour ago, blackdog said: What are the major games that allow modding you are thinking of?
Off the top of my head, all the fallouts, the armas, and halos till 4. Also a lot of games allow modding but I would get flamed because you need a separate client and it can be involved. Such an example would even be bo1, the worst cod for modding. Bo3 and bo2 had tons of custom maps for zombies. I used to watch so many videos of that.
To get to your point about creating the same quality maps in a matter of time, I don't really think this is possible. Its not just about manual labor. The concepts and ideas behind these maps come usually come from a seasoned team. If one guy can match the concept art/ideas (subjective duh), the layout quality, and the technical execution (scripts, effects, etc), we would have some AAA indie games indeed. Not to say some cry engine stuff isn't impressive, but having used the engine myself, it is not really the same thing as making a map from scratch. You have access to so many of the assets off the bat, and 99% of maps I have seen are in a jungle setting which entails prop distribution and terrain creation, along with a few outstanding structures, usually warehouses. Maybe I am wrong about crysis maps, send me pics.
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Some of this stuff is starting to sound nuts. It does not even play that similarly to csgo from what we have seen. The abilities are almost all utility that couldn't even exist in the world of csgo. I think the main reason people are playing Valorant is because they really are doing everything right off the bat. The first 3 maps are more adventurous than what I have seen in a while. I can imagine the game going in a good direction in the future due to its developers knowing what they are doing.
Its pretty obvious that competitive csgo players are either riding the wave or hate it because they realize it will sap players from CS. Attack valve, not the competitor. They have milked us for years and you are calling riot a cult. IRONIC
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[Blocked Image: https://files.gamebanana.com/img/ss/maps/5478cfdc4c2d4.jpg]
Really inspiring stuff, I know. But the blockiness made me think "I can do this too". Also the cannons haha
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The map looks quite condensed, with unnecessary obstructions of flow all throughout the building. The best way to fix these areas would be to A} Plan the map more thoroughly, or B} Use more reference images to get a better feel of scale (or do both). Scale is hard to get right initially, I wish I had screenshots of my first "map" still around. The best advice to improve scale is to focus on making individual elements the right size (doorways, wall width, ceiling height). Then the map will start feeling better immediately.
I have used this page a few times in the past: https://developer.valvesoftware.com/wiki/Dimensions. Eventually you will be able to let go of the ropes and freestyle the scale, but this is a good tool to learn it.
Also, it is important to have an idea of what each part of your map will be thematically, not only to save yourself time later, but also to generate new ideas. Suppose on part of the map is a bath house. That might let you use jacuzzis as cover, or change the shape of the building. In a power plant map I am making, the curve of the cooling tower provides an interesting curved route. It is not a bad thing to let the theme seep into the gameplay as long as you plan it early and it makes good sense from a gameplay perspective.
Lastly, beyond just making paths to the sites and a middle, it is a good idea to know how your map will play. When you have a vision for a map, it is much easier to make changes because they will have a purpose. If a map has a blind future and many iterations are made, certain parts of the map may not be conducive to each other. Maybe the rotates will be very long, but paired with impossible retakes (not a good combo). Planning doesn't have to be long winded and complex, just know the timings and pacing, and try to imagine how a few basic scenarios would play out. How useful will nades be? Who has the advantage in certain areas? Is there room for T's to set up before an attack? Is movement through the paths interesting and varied? Are there enough decisions to make when moving throughout the map? A lot of it will make sense when you look at your map with an eye of scrutiny and think of where it fails in your own mind. Keep it up, you got this.
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It would be hard to label the "best looking" map, because there are many themes that are done to a professional standard. However, I guess I can show you some of my favorite maps by theme: Breach, Grind, Station (wm), Pitstop. There are more, but these things are so subjective, I'm not going to make an exhaustive list. I think we can all agree that Valve's official Dust II and Nuke remakes were quite stunning as well.